#ifndef __Burning_H__
#define __Burning_H__

#include "myFramework.h"
#include "App/AppBase.h"
#include "Entity/ParticleSystem.h"

using namespace RayFrame;

class Burning: public NATIVE_APP
{
protected:
  virtual void loadAssets();
protected:
  Texture           *m_texOak;
  Mesh              *m_model;
  ParticleEmitter   *m_emitter;
  CGEffect          *m_effect;

  Texture           *m_texRTScene1, *m_texRTScene2;
  RenderTarget      *m_rtScrene1, *m_rtScrene2;
  
  bool m_paused;
public:
  Burning();
  ~Burning();
  
  virtual void Update(double);
  virtual void InitApp();
  virtual void Render(double timeElapsed);
  virtual void Render2D(double timeElapsed);

  virtual bool OnKey(unsigned key, bool down);
  virtual void OnClose();

  virtual bool OnMouseMove(int x, int y, int lastX, int lastY);
  virtual void OnMouseButton(int x, int y, MouseButton btn, bool down);
  virtual void OnMouseWheel(int x, int y, int speed);
  virtual void OnResize(int width, int height);
};

#endif
